varying vec3 normal; //comes from vertex shader


void main()
{
	float intensity;
	vec4 color;
	vec3 n = normalize(normal);	//normal has to be length 1
	
		
	intensity = dot(vec3(gl_LightSource[0].position),n);		//normalize is also standard function
	
	if(intensity > 0.95){
		color = vec4(0.43,1.0,0.16,1.0);
	}else if(intensity > 0.5){
		color = vec4(0.2,0.35,1.0,1.0);
	}else if(intensity > 0.25){
		color = vec4(1.0,52.0,0.2,1.0);
	}else{
		color = vec4(0.2,0.2,0.2,1.0);
	}
	
	gl_FragColor = color;
	
}